Multi-Agent Pathfinding with Hierarchical Evolutionary Hueristic A*

Ying Fung Yiu, R. Mahapatra
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引用次数: 2

Abstract

Multiagent pathfinding (MAPF) problem is an important topic to various domains including video games, robotics, logistics, and crowd simulation. The goal of a pathfinding algorithm for MAPF is to find the shortest possible path for each agent without collisions with other agents. Search is among the most fundamental techniques for problem solving, and A* is the best known heuristic search algorithm. While A* guarantees to find the shortest path using a heuristic function, it cannot handle the large scale and many uncertainties in MAPF. The main challenge of MAPF is the scalability. The problem complexity grows exponentially as both the size of environments and the number of autonomous agents increase, which becomes more difficult for A* to compute results in real time under the constraints of memory and computing resources. To overcome the challenges in MAPF, distributed approaches are introduced to reduce the computational time and complexity. Contrast to centralized approaches, which use a single controller to determine every move of all agents, distributed approaches allow each agent to search for its own solution. Distributed MAPF algorithms need to refine solutions for all agents that are collision-free. The algorithm should lead agents to take another path, or standby on the same node at the moment, to avoid conflicts between any two paths. Under the circumstances, an optimal solution is no longer simply finding the shortest path for each agent. Instead, it should contain a collision-free path for every agent, with the lowest makespan, which is the number of time steps required for all agents to reach their target. However, minimizing the makespan and the sum of cost for all agents is a NP-hard problem. Given MAPF problems often require to be solved in real time with limited resources, minimizing only the makespan is a more practical approach.To achieve accurate search and high scalability, a MAPF algorithm must fulfill the following requirements: 1) it is capable to compute collision-free paths for all agents; 2) it can provides an accurate priority decision mechanism to ensure solution optimality; and 3) it should maintain the successful rate to obtain a solution as the number of agents increases. In this paper, we proposed a novel hierarchical pathfinding technique named Multi-Agent Hierarchical Evolutionary Heuristics A* (MA-HEHA*). Our contributions in this paper are: 1) we propose MA-HEHA* that can identify bottleneck areas to reduce collisions in abstract search; 2) our algorithm evolves heuristic functions by itself to avoid potential conflicts during local search; 3) we prove that MA-HEHA* maintain high successful rate when the scalability is high; 4) we evaluate MA-HEHA* on different types of MAPF problems to show its effectiveness. Our experiment results show that ourMA-HEHA* can efficiently solve large scale MAPF problems compared to traditional MAPF approaches.
基于层次进化的多智能体寻路算法
多智能体寻径(Multiagent pathfinding, MAPF)问题是电子游戏、机器人、物流和人群模拟等领域的一个重要课题。MAPF寻路算法的目标是在不与其他智能体发生冲突的情况下为每个智能体找到最短的可能路径。搜索是解决问题的最基本技术之一,而A*是最著名的启发式搜索算法。虽然A*保证使用启发式函数找到最短路径,但它不能处理MAPF中大规模和许多不确定性。MAPF的主要挑战是可伸缩性。随着环境规模和自治代理数量的增加,问题的复杂性呈指数级增长,在内存和计算资源的限制下,A*更难实时计算结果。为了克服MAPF中存在的问题,引入了分布式方法来减少计算时间和复杂度。集中式方法使用单个控制器来确定所有代理的每一步移动,而分布式方法则允许每个代理搜索自己的解决方案。分布式MAPF算法需要为所有无冲突的代理优化解决方案。该算法应该引导agent选择另一条路径,或者同时在同一节点上备用,以避免任意两条路径之间的冲突。在这种情况下,最优解决方案不再是简单地为每个代理找到最短路径。相反,它应该包含每个代理的无冲突路径,具有最低的makespan,即所有代理到达其目标所需的时间步数。然而,最小化所有代理的最大完工时间和总成本是一个np困难问题。考虑到MAPF问题通常需要用有限的资源实时解决,最小化最大完工时间是一种更实用的方法。为了实现准确的搜索和高可扩展性,MAPF算法必须满足以下要求:1)能够计算所有智能体的无冲突路径;2)能够提供准确的优先级决策机制,确保解决方案的最优性;3)随着agent数量的增加,保持求解的成功率。本文提出了一种新的分层寻径技术——多智能体分层进化启发式a * (MA-HEHA*)。我们在本文中的贡献是:1)我们提出了可以识别瓶颈区域的MA-HEHA*,以减少摘要搜索中的冲突;2)算法自进化启发式函数,避免局部搜索过程中可能出现的冲突;3)证明了在可扩展性高的情况下,MA-HEHA*保持较高的成功率;4)对不同类型的MAPF问题评价了MA-HEHA*算法的有效性。实验结果表明,与传统的MAPF方法相比,ourMA-HEHA*可以有效地解决大规模MAPF问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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